Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

[TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙)
Bugs
Hey guys - feel free to dump any bugs you find or odd behaviour you notice
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I just added an issue on GitHub as a feature request for a local RULES.INI file that we cna edit, which gets applied over the main RULES.INI, so that changes to the main file are easier to patch in when an update modifies it.
when I change the Orca's weapon, it still reverts back to using dragon missiles.
Hi, until yesterday didn't have any problem with the mod (except the orca's weapon bug) but with today's update the game crashes randomly when starting a mission. Sometimes it starts, sometimes won't. I tried with default and modifed RULES.INI and it happens in both cases.
I looked into the logs (included nco.log) but doesn't show any errors, only a quit message after loading the modded DLL.
I you want, i can add an issue on Github with all the info.

EDIT: I forgot to say that your mod is awesome :)
Τελευταία επεξεργασία από Xenoplasm; 5 Ιουλ 2020, 15:19
Well.. here is some fun game logic I managed to break using the mod....
If you turn the Refinery into a Factory, then produce a harvester there, it gets "stuck" in the sidebar as "Ready" even though it builds just fine. So then, if you cancel it, the unit vanishes from the map, wherever it is.... and if you dock the harvester in the refinery and cancel it from the sidebar, the game will crash. =)
James Broderland  [δημιουργός] 5 Ιουλ 2020, 18:48 
@Xenoplasm - hopefully v1.3 fixes that as I found some code that caused some bad memory issues, and as you describe pretty randomly at that.

@UncleUncle I must admit that is pretty hilarious, why I love the RULES.INI files back in the day, breaking the game is fun :D
James Broderland  [δημιουργός] 5 Ιουλ 2020, 18:48 
Also on the ORCA issue - I have tested it and it seems fine??? You guys wanna post your rules/lua if it still doesn't work in v1.3?
Αναρτήθηκε αρχικά από djfdyuruiry:
Also on the ORCA issue - I have tested it and it seems fine??? You guys wanna post your rules/lua if it still doesn't work in v1.3?

Yeah your most recent update that changes has fixed the orca problem

Also is it possible to include an option that modifies Tiberium growth speed in the ini?
Tiberium spread/growth control is on the roadmap, so will be coming in a future release
Infantry units cannot carry infantry at all either.
That is a special kind of hilarious - imagine they could. I might just fix that to see what happens
Αναρτήθηκε αρχικά από djfdyuruiry:
That is a special kind of hilarious - imagine they could. I might just fix that to see what happens
A matrioska of soldiers, especially if in case of death all the units evacuate safely, in case of death.
There is an value error for the refinery:

PowerOutput=10 <-- shouldn't this be 0 istead of 10?!

I guess this just happens accidental when writing the values :)
@fasciana84 - good spot, will patch
You’re welcome 😉

I will take a closer look at the ini file, trying to find more things , to help you making this mod perfect 😁
Two bugs:

1. The refinery still outputs 10 energy

2. If construction yard is set to be buildable, a picture of the fake construction yard image of Red Aler is shown in the build menu in the game. In the middle of the picture it says ready an in the upper left corner of the image a 2000 can be seen. You can click the image in the build menu but nothing happens, in fact you can't build the construction yard! --> the whole thing seems pretty strange
Τελευταία επεξεργασία από fasciana84; 11 Ιουλ 2020, 13:58
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